/* ** gl_fakeflat.cpp ** Fake flat functions to render stacked sectors ** **--------------------------------------------------------------------------- ** Copyright 2001-2011 Christoph Oelckers ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be ** covered by the terms of the GNU Lesser General Public License as published ** by the Free Software Foundation; either version 2.1 of the License, or (at ** your option) any later version. ** 5. Full disclosure of the entire project's source code, except for third ** party libraries is mandatory. (NOTE: This clause is non-negotiable!) ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include "p_lnspec.h" #include "p_local.h" #include "a_sharedglobal.h" #include "r_sky.h" #include "gl/renderer/gl_renderer.h" #include "gl/scene/gl_clipper.h" #include "gl/data/gl_data.h" //========================================================================== // // Check whether the player can look beyond this line // //========================================================================== CVAR(Bool, gltest_slopeopt, false, 0) bool gl_CheckClip(side_t * sidedef, sector_t * frontsector, sector_t * backsector) { line_t *linedef = sidedef->linedef; double bs_floorheight1; double bs_floorheight2; double bs_ceilingheight1; double bs_ceilingheight2; double fs_floorheight1; double fs_floorheight2; double fs_ceilingheight1; double fs_ceilingheight2; // Mirrors and horizons always block the view //if (linedef->special==Line_Mirror || linedef->special==Line_Horizon) return true; // Lines with stacked sectors must never block! if (backsector->portals[sector_t::ceiling] != NULL || backsector->portals[sector_t::floor] != NULL || frontsector->portals[sector_t::ceiling] != NULL || frontsector->portals[sector_t::floor] != NULL) { return false; } // on large levels this distinction can save some time // That's a lot of avoided multiplications if there's a lot to see! if (frontsector->ceilingplane.isSlope()) { fs_ceilingheight1 = frontsector->ceilingplane.ZatPoint(linedef->v1); fs_ceilingheight2 = frontsector->ceilingplane.ZatPoint(linedef->v2); } else { fs_ceilingheight2 = fs_ceilingheight1 = frontsector->ceilingplane.fixD(); } if (frontsector->floorplane.isSlope()) { fs_floorheight1 = frontsector->floorplane.ZatPoint(linedef->v1); fs_floorheight2 = frontsector->floorplane.ZatPoint(linedef->v2); } else { fs_floorheight2 = fs_floorheight1 = -frontsector->floorplane.fixD(); } if (backsector->ceilingplane.isSlope()) { bs_ceilingheight1 = backsector->ceilingplane.ZatPoint(linedef->v1); bs_ceilingheight2 = backsector->ceilingplane.ZatPoint(linedef->v2); } else { bs_ceilingheight2 = bs_ceilingheight1 = backsector->ceilingplane.fixD(); } if (backsector->floorplane.isSlope()) { bs_floorheight1 = backsector->floorplane.ZatPoint(linedef->v1); bs_floorheight2 = backsector->floorplane.ZatPoint(linedef->v2); } else { bs_floorheight2 = bs_floorheight1 = -backsector->floorplane.fixD(); } // now check for closed sectors! if (bs_ceilingheight1 <= fs_floorheight1 && bs_ceilingheight2 <= fs_floorheight2) { FTexture * tex = TexMan(sidedef->GetTexture(side_t::top)); if (!tex || tex->UseType == FTexture::TEX_Null) return false; if (backsector->GetTexture(sector_t::ceiling) == skyflatnum && frontsector->GetTexture(sector_t::ceiling) == skyflatnum) return false; return true; } if (fs_ceilingheight1 <= bs_floorheight1 && fs_ceilingheight2 <= bs_floorheight2) { FTexture * tex = TexMan(sidedef->GetTexture(side_t::bottom)); if (!tex || tex->UseType == FTexture::TEX_Null) return false; // properly render skies (consider door "open" if both floors are sky): if (backsector->GetTexture(sector_t::ceiling) == skyflatnum && frontsector->GetTexture(sector_t::ceiling) == skyflatnum) return false; return true; } if (bs_ceilingheight1 <= bs_floorheight1 && bs_ceilingheight2 <= bs_floorheight2) { // preserve a kind of transparent door/lift special effect: if (bs_ceilingheight1 < fs_ceilingheight1 || bs_ceilingheight2 < fs_ceilingheight2) { FTexture * tex = TexMan(sidedef->GetTexture(side_t::top)); if (!tex || tex->UseType == FTexture::TEX_Null) return false; } if (bs_floorheight1 > fs_floorheight1 || bs_floorheight2 > fs_floorheight2) { FTexture * tex = TexMan(sidedef->GetTexture(side_t::bottom)); if (!tex || tex->UseType == FTexture::TEX_Null) return false; } if (backsector->GetTexture(sector_t::ceiling) == skyflatnum && frontsector->GetTexture(sector_t::ceiling) == skyflatnum) return false; if (backsector->GetTexture(sector_t::floor) == skyflatnum && frontsector->GetTexture(sector_t::floor) == skyflatnum) return false; return true; } return false; } //========================================================================== // // check for levels with exposed lower areas // //========================================================================== void gl_CheckViewArea(vertex_t *v1, vertex_t *v2, sector_t *frontsector, sector_t *backsector) { if (in_area == area_default && (backsector->heightsec && !(backsector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC)) && (!frontsector->heightsec || frontsector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC)) { sector_t * s = backsector->heightsec; double cz1 = frontsector->ceilingplane.ZatPoint(v1); double cz2 = frontsector->ceilingplane.ZatPoint(v2); double fz1 = s->floorplane.ZatPoint(v1); double fz2 = s->floorplane.ZatPoint(v2); // allow some tolerance in case slopes are involved if (cz1 <= fz1 + 1. / 100 && cz2 <= fz2 + 1. / 100) in_area = area_below; else in_area = area_normal; } } //========================================================================== // // This is mostly like R_FakeFlat but with a few alterations necessitated // by hardware rendering // //========================================================================== sector_t * gl_FakeFlat(sector_t * sec, sector_t * dest, area_t in_area, bool back) { if (!sec->heightsec || sec->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC || sec->heightsec==sec) { // check for backsectors with the ceiling lower than the floor. These will create // visual glitches because upper amd lower textures overlap. if (back && sec->planes[sector_t::floor].TexZ > sec->planes[sector_t::ceiling].TexZ) { if (!sec->floorplane.isSlope() && !sec->ceilingplane.isSlope()) { *dest = *sec; dest->ceilingplane=sec->floorplane; dest->ceilingplane.FlipVert(); dest->planes[sector_t::ceiling].TexZ = dest->planes[sector_t::floor].TexZ; dest->portals[sector_t::ceiling] = NULL; dest->portals[sector_t::floor] = NULL; return dest; } } return sec; } #ifdef _DEBUG if (sec-sectors==560) { int a = 0; } #endif if (in_area==area_above) { if (sec->heightsec->MoreFlags&SECF_FAKEFLOORONLY /*|| sec->GetTexture(sector_t::ceiling)==skyflatnum*/) in_area=area_normal; } int diffTex = (sec->heightsec->MoreFlags & SECF_CLIPFAKEPLANES); sector_t * s = sec->heightsec; #if 0 *dest=*sec; // This will invoke the copy operator which isn't really needed here. Memcpy is faster. #else memcpy(dest, sec, sizeof(sector_t)); #endif // Replace floor and ceiling height with control sector's heights. if (diffTex) { if (s->floorplane.CopyPlaneIfValid (&dest->floorplane, &sec->ceilingplane)) { dest->SetTexture(sector_t::floor, s->GetTexture(sector_t::floor), false); dest->SetPlaneTexZ(sector_t::floor, s->GetPlaneTexZ(sector_t::floor)); dest->vboindex[sector_t::floor] = sec->vboindex[sector_t::vbo_fakefloor]; dest->vboheight[sector_t::floor] = s->vboheight[sector_t::floor]; } else if (s->MoreFlags & SECF_FAKEFLOORONLY) { if (in_area==area_below) { dest->ColorMap=s->ColorMap; if (!(s->MoreFlags & SECF_NOFAKELIGHT)) { dest->lightlevel = s->lightlevel; dest->SetPlaneLight(sector_t::floor, s->GetPlaneLight(sector_t::floor)); dest->SetPlaneLight(sector_t::ceiling, s->GetPlaneLight(sector_t::ceiling)); dest->ChangeFlags(sector_t::floor, -1, s->GetFlags(sector_t::floor)); dest->ChangeFlags(sector_t::ceiling, -1, s->GetFlags(sector_t::ceiling)); } return dest; } return sec; } } else { dest->SetPlaneTexZ(sector_t::floor, s->GetPlaneTexZ(sector_t::floor)); dest->floorplane = s->floorplane; dest->vboindex[sector_t::floor] = sec->vboindex[sector_t::vbo_fakefloor]; dest->vboheight[sector_t::floor] = s->vboheight[sector_t::floor]; } if (!(s->MoreFlags&SECF_FAKEFLOORONLY)) { if (diffTex) { if (s->ceilingplane.CopyPlaneIfValid (&dest->ceilingplane, &sec->floorplane)) { dest->SetTexture(sector_t::ceiling, s->GetTexture(sector_t::ceiling), false); dest->SetPlaneTexZ(sector_t::ceiling, s->GetPlaneTexZ(sector_t::ceiling)); dest->vboindex[sector_t::ceiling] = sec->vboindex[sector_t::vbo_fakeceiling]; dest->vboheight[sector_t::ceiling] = s->vboheight[sector_t::ceiling]; } } else { dest->ceilingplane = s->ceilingplane; dest->SetPlaneTexZ(sector_t::ceiling, s->GetPlaneTexZ(sector_t::ceiling)); dest->vboindex[sector_t::ceiling] = sec->vboindex[sector_t::vbo_fakeceiling]; dest->vboheight[sector_t::ceiling] = s->vboheight[sector_t::ceiling]; } } if (in_area==area_below) { dest->ColorMap=s->ColorMap; dest->SetPlaneTexZ(sector_t::floor, sec->GetPlaneTexZ(sector_t::floor)); dest->SetPlaneTexZ(sector_t::ceiling, s->GetPlaneTexZ(sector_t::floor)); dest->floorplane=sec->floorplane; dest->ceilingplane=s->floorplane; dest->ceilingplane.FlipVert(); dest->vboindex[sector_t::floor] = sec->vboindex[sector_t::floor]; dest->vboheight[sector_t::floor] = sec->vboheight[sector_t::floor]; dest->vboindex[sector_t::ceiling] = sec->vboindex[sector_t::vbo_fakefloor]; dest->vboheight[sector_t::ceiling] = s->vboheight[sector_t::floor]; dest->portals[sector_t::ceiling] = NULL; if (!(s->MoreFlags & SECF_NOFAKELIGHT)) { dest->lightlevel = s->lightlevel; } if (!back) { dest->SetTexture(sector_t::floor, diffTex ? sec->GetTexture(sector_t::floor) : s->GetTexture(sector_t::floor), false); dest->planes[sector_t::floor].xform = s->planes[sector_t::floor].xform; //dest->ceilingplane = s->floorplane; if (s->GetTexture(sector_t::ceiling) == skyflatnum) { dest->SetTexture(sector_t::ceiling, dest->GetTexture(sector_t::floor), false); //dest->floorplane = dest->ceilingplane; //dest->floorplane.FlipVert (); //dest->floorplane.ChangeHeight (+1); dest->planes[sector_t::ceiling].xform = dest->planes[sector_t::floor].xform; } else { dest->SetTexture(sector_t::ceiling, diffTex ? s->GetTexture(sector_t::floor) : s->GetTexture(sector_t::ceiling), false); dest->planes[sector_t::ceiling].xform = s->planes[sector_t::ceiling].xform; } if (!(s->MoreFlags & SECF_NOFAKELIGHT)) { dest->SetPlaneLight(sector_t::floor, s->GetPlaneLight(sector_t::floor)); dest->SetPlaneLight(sector_t::ceiling, s->GetPlaneLight(sector_t::ceiling)); dest->ChangeFlags(sector_t::floor, -1, s->GetFlags(sector_t::floor)); dest->ChangeFlags(sector_t::ceiling, -1, s->GetFlags(sector_t::ceiling)); } } } else if (in_area == area_above) { dest->ColorMap = s->ColorMap; dest->SetPlaneTexZ(sector_t::ceiling, sec->GetPlaneTexZ(sector_t::ceiling)); dest->SetPlaneTexZ(sector_t::floor, s->GetPlaneTexZ(sector_t::ceiling)); dest->ceilingplane = sec->ceilingplane; dest->floorplane = s->ceilingplane; dest->floorplane.FlipVert(); dest->vboindex[sector_t::floor] = sec->vboindex[sector_t::vbo_fakeceiling]; dest->vboheight[sector_t::floor] = s->vboheight[sector_t::ceiling]; dest->vboindex[sector_t::ceiling] = sec->vboindex[sector_t::ceiling]; dest->vboheight[sector_t::ceiling] = sec->vboheight[sector_t::ceiling]; dest->portals[sector_t::floor] = NULL; if (!(s->MoreFlags & SECF_NOFAKELIGHT)) { dest->lightlevel = s->lightlevel; } if (!back) { dest->SetTexture(sector_t::ceiling, diffTex ? sec->GetTexture(sector_t::ceiling) : s->GetTexture(sector_t::ceiling), false); dest->SetTexture(sector_t::floor, s->GetTexture(sector_t::ceiling), false); dest->planes[sector_t::ceiling].xform = dest->planes[sector_t::floor].xform = s->planes[sector_t::ceiling].xform; if (s->GetTexture(sector_t::floor) != skyflatnum) { dest->SetTexture(sector_t::floor, s->GetTexture(sector_t::floor), false); dest->planes[sector_t::floor].xform = s->planes[sector_t::floor].xform; } if (!(s->MoreFlags & SECF_NOFAKELIGHT)) { dest->lightlevel = s->lightlevel; dest->SetPlaneLight(sector_t::floor, s->GetPlaneLight(sector_t::floor)); dest->SetPlaneLight(sector_t::ceiling, s->GetPlaneLight(sector_t::ceiling)); dest->ChangeFlags(sector_t::floor, -1, s->GetFlags(sector_t::floor)); dest->ChangeFlags(sector_t::ceiling, -1, s->GetFlags(sector_t::ceiling)); } } } return dest; }